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Knaago

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A member registered Feb 09, 2019 · View creator page →

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Wow, thank you very much!   That is very useful feedback for me! To your points/questions:
- Keys: The problem is in GameMaker that you can not address the keys by location, only by the letter. I have three languages implemented: english, french and german. Now , if you look on a french layout you see the "W" is in an other place. So I  looked for a control scheme that would work for all three layouts.  And "J" for Jump and "H" for Hover was to tempting, but after the feedback I already got I will take space as default for jump. And I still think about the most elegant solution. (choosing the layout in the first level?, customize the keys when starting the game  ? ..)
- The one time Jump: Originally the game was played with one button for Jump and  another for Doublejump, after Feedback I combined both actions on one button, because players got confused.  But at the moment the old control scheme is still active for now  as a pro control.  The advantage is, you can press the (one)jump button again in the air   and keep it pressed until you touch the floor again  and then you immediately jump on the same frame you touch the floor.  But with the double jump on the same key   you are  forced to jump again before using that feature.    I use it at the moment for speedruns.
-   Performance:   The technical side is not my strong suit.   I  have some things already addressed    but I have to look further into this. Good to know. 
- Countdown:  If you press "Jump" while the countdown  is shown      it should  be a little faster, but  yes I'll make starting/dying faster  I think. 
Movement:  Yes, I know. :)     But it is how I wanted to design the game. It is a contrast    to the very abrupt direct style of a lot of other games in that genre. It is also due to the relatively big jump height   +  double jump    (gameplaywise).   
- USP:   Good question.  The hovering will be a lot more helpful in higher levels and seem necessary for the average player   but I want every level beatable without it. It is a possibility to play the game with it but it should not be forced.   (after beating the last level in the demo you see the least used hover time for each level, you get a star if you didn't use any  )  I generally tried to make the level design as "flowable" as possible. So I tried to never really   force the player  to wait.   In most levels  in the demo   you can  press right and just have to jump and double jump   at the right moments.   Unfortunately  I hadn't  a lot of tester who tried to  get S  (or S+)   time ratings. (I took my own best times for S+)  .   I have no real  selling point besides it is hopefully fun to flow through the levels.  A key aspect was also to try to bridge the gap between casual and more "pro" gamers   (also the "exchange ink for more jumps"-mechanic)   and that the player can choose his own style of playing.  
   - Typo: I will correct it  than ;)
- Positive note:   I  put a lot of thought into it, so I'm glad to hear that.  :D

I take a look at your game in the next days and give you feedback. 

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That is a little bit  due to the shortness of the demo. I planned to have 120 regular levels in the final game. So it is now that if you use 1 extra jump it costs 12 ink and in the current level you can't collect some. That means for every level regularly beaten (and collecting all 24 ink bottles) you can beat two levels with one additional jump in each but then you have no more ink, so you got to beat the next without extra jumps or you go back and beat one again without extra jumps.   The levels will get increasingly harder from the next world on, so you will eventually go back to older ones  to   get ink back for these harder ones (that is my hope at least). The first twenty are more to get the player comfortable with the game and its controls   without the danger of getting stuck, so he can amount some ink for the first harder levels. There are also 4 bonus levels which get already a bit harder and there you can't use the ink exchange, but you have to find hidden keys in the levels to unlock them. They are more highscore oriented (time, jumps, killed rats, collected thingies). If you beat the 20 levels there is also an a knowledgement  for beating the level without using the hover mechanic (star in the level select screen).       Is the time ranking or getting all ink/coins   interesting    to you or are you just interested in getting through ?  

(edit: in the shop you can get hints in which level the keys are hidden,   if you find a key you don't have  to end the level, you can just  go to the  level select screen through the pause menu)

Hey, thank you very much for your feedback! I'm glad you liked it!    I'm already working on a newer version and will address the WASD and SPACE problem, a lot of people mentioned that. Also the E key for the machine is a good suggestion. I'm also trying to implement the mouse control for the menues.  I know the exchange ink mechanic is a little poorly explained, so that is also a priority for me. Originally I intended that you're   not able to collect them (so a feature not a bug),   as a form of price to pay and motivation to beat the level again later, when the skill has increased, but maybe I just make the jumps more expensive.   Thank you so much for your feedback, I really appreciate it! 

Thank you! Glad you had fun with it. And thanks for choosing  it as   the gem of the stream. :D

Thanks!  Glad you liked it.     :)

Thank you very much!   I will! :)

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Cool,  I'll check it out!  Thanks man, I'm eager to get some feedback  :)

Hey, That's a nice little game with a nice dark mood to it. Spot the differences with nice pixel art. :D Tip for new players: Zoom in! I had a lot of fun finding all! Hope you make a sequel.